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[Character Change] Sabrina
#1
I hope that's the last change that I go through ^_^'

Character name: Sabrina

Character source: Pokemon

Character history:[spoiler]Sabrina was born in Lavender Town in Kanto, a town infamous for its Pokemon Tower where dead Pokemon are put to rest. Though at an early age her family and her moved out because their housekeeping Mr. Mime died and the place was full of ill memories, it is said that the large amount of Mystics shaped Sabrina from her birth on, which would lead to her future self. They moved to Cerulean City, which was more modern and "refreshing."
At age 6 she discovered her ESP when she accidentally bent a spoon at home. Once she'd understood what she was dealing with she attempted to further develop the dormant psychic powers within her, but never quite succeeded. That is until at age 10 her father took her out and helped her catch her first Pokemon, an Abra, in the fields north of Cerulean City. The presence of a psychic Pokemon helped Sabrina in developing her own powers, though of course she did not come anywhere near those of a psychic Pokemon. But, at age 15 she surpassed any known Mystics with her mental powers and could even rudimentarily communicate with her Pokemon. Simultaneously to that training she moved out at age 11, becoming a Pokemon Trainer that specialized in Psychic Pokemon. She was even proclaimed as a trainer genius, which eventually led to her being offered the spot of Saffron City Gym Leader, a position that Sabrina happily accepted.

This was where things began to go downhill. The Gym Leader Position quickly became more of a golden cage than a stepping stone to greater glory, forcing Sabrina to stay at Saffron city for the most part and battle any trainers that challenged her. She had desired to become so much more, now she found herself unable to get there. That's when she was approached by Team Rocket, the infamous organization wishing to take over the world through the usage of Pokemon, around one year after being appointed Gym Leader. Sabrina took up one of the three admin positions, a rank second only to the leader himself. From there she assisted Team Rocket in establishing a foothold in Saffron City, and under her supervision a great number of Pokemon experiments were conducted, like the Eevee evolutionary program. This research peaked when she and her fellow admins, Koga and Lt. Surge, subjugated the three legendary birds Articuno, Zapdos and Moltres and merged them into one - which Sabrina was able to control through her exceptional trainer skills, intending to battle and defeat the Pokedex Holders, the trainers that had previously defeated Lt. Surge and Koga and the three legendary birds. Even the three-headed Fusion's power proved to be insufficient however and the Pokedex Holders defeated Sabrina, unfusing the birds and forcing her to run.
Shortly after she went into hiding, she was brought to the Omniverse, separating her from her Pokemon team - but in exchange giving her the possibility of ascending, as she had always wanted. After all, who needs a Psychic Pokemon when you can do everything they could yourself?[/spoiler]

Physical Description:
http://vignette2.wikia.nocookie.net/poke...0223015057
http://www.pokemony.com/section_pics/5/s...rina01.gif
http://25.media.tumblr.com/tumblr_lzkffe...o1_400.jpg
Sabrina dons a dress consisting of a short-sleeved top and miniskirt with the characteristic “R” of Team Rocket painted on the front, plus a tight-fitting long-sleeved black T-Shirt and black stockings. She also wears gloves and boots, meaning that below her neck she has no skin showing.
She typically lets her long hair flow down her back into a lengthy tail.

Stats:
ATK: 3
DEF: 1
SPD: 1
TEC: 5

Initial available OM: 7085,51 (I think, anyway)
Initial Spent OM: 6900

Starting Proficiencies: 2600
Ranged Proficiency (1000)
Ranged Materialize Proficiency (600)
Remote Control Proficiency (600)
Area Shield Proficiency (400)

Starting Powers: 2800
Super Jumping - Flight (1800)
Advanced Telekinesis (1000) Requires Ranged, Ranged Materialize, Remote Control Proficiencies

Starting Moves: 900
Psychic Grip - 600, Requires Advanced Telekinesis
By reaching her hand out, Sabrina subjects other Primes and Secondaries to her Telekinesis powers. This allows her to move them around within the range of her Telekinetic Powers.
The move has two applications: in a more "control" oriented manner, Sabrina suspends her opponent in midair and moves them around or holds them in place. In a more offensive manner, Sabrina lifts them and slams them against the ground with great force, injuring them. The latter is much more exerting due to the momentum that must be built.

As Psychic Grip is essentially an extension of her Telekinesis Power, the standart powers and limitations apply, in addition to the following caveats.
1- Targeting Rules Sabrina can only manipulate the body of a target as a whole entity. She cannot, for instance, force a specific limb like an arm or leg to move in a certain way (as long as it is physically connected to their body, that is - a cut-off limb would become a separate entity) or squeeze the person she has a hold on. Clothing, armor, equipment etc. are treated as part of the body for the purposes of this move. Sabrina can thus not, for instance, crush a knight in their armor, and isn't able to strip someone of their equipment while they wear it.
2- Moves/Powers and Movement Due to the above point, Sabrina's opponents can move their limbs freely and use attacks, moves and powers. Super Jumping and Flight do not work due to Psychic Grip holding them in place, though moves using either of these do work, only in altered form. For instance, a bird character with a move where it flaps its wings to fly and simultaneously send sharp quills everywhere could still flap them and send the quills around, but it would not move.
3- Effectiveness with distance The further away her opponents are, the less effective Sabrina's Psychic Grip is (max distance is 60m/200ft according to the Advanced Telekinesis rules). At 50% distance from Sabrina (30m) she could only hold them with 50% effectiveness and move them around at half speed.
4- Sight limitation Sabrina must be able to see at least 30% of her target's body, either directly (eyes) or with non-suppressed Enhanced Senses, to be able to be subjected to Psychic Grip. If something blocks her view, Psychic Grip is interrupted and the target is released immediately. Note: To be fully clear: stealthed opponents cannot be "seen" even if they are in Sabrina's field of view. However, transparent barriers like glass(es) do not count as obstacles towards this purpose.
5- Breaking out Opponents with TEC at least one level below Sabrina's can forcibly break out of the grip by struggling some. They can also use phasing and teleporting to escape. In addition, Burst Movement can be used to move with ground contact but doesn't break Sabrina's Psychic Grip (unless the movement brings the other person out of Telekinesis range or puts something between Sabrina and her opponent that blocks her view of them).
6- Sabrina's movement Sabrina must also remain stationary and concentrated for as long as she uses Psychic Grip. She can however remain hovering in place with her Flight Power, and being moved by external sources (like an ally pulling her somewhere or a vehicle she is inside of) does not interrupt the move.
7- Duration Sabrina can only uphold Psychic Grip for ~5 seconds at most before her focus slips, at which point she needs a while to regain her focus - in a fight this equates to some 30 seconds. Using it for longer causes it to be much less effective, becoming more of a hindrance than fully suspending someone and making her slamming attacks less harmful.
8- No Combos Finally, Sabrina can neither attack nor use offensive normal/super moves (like Shadow Ball) nor damaging powers (like tossing objects at her opponents with Telekinesis) simultaneously to using Psychic Grip. In essence she cannot hurt her opponents while maintaining them in her grip. Allies and assists can, however. She can still use defensive moves (like Barrier) but the execution will be slower as Sabrina must remain concentrated on Psychic Grip.


Barrier - 300, requires Area Shield Proficiency
A quick-cast shield move for emergency situations. Sabrina rapidly holds her hand out, creating a transparent glass-like barrier in a fraction of a second, which can deflect weak blows or dampen powerful ones before shattering. The barrier is rectangular and just barely big enough to cover Sabrina's body. It cannot be maintained for longer than 5 seconds, and must recharge for the same amount of time that it was maintained for (5 seconds max.)


Shadow Ball - 300, requires Ranged Proficiency
Sabrina amasses psychic energy into her palm, creating a fist-sized sphere of blue and green swirling energy after ca. 3 seconds. Once it is created Sabrina can maintain the sphere with minimal effort until she throws it, at which point it will fly in a straight line at around the speed of an arrow, dealing damage like a projectile and dissipating into harmless psychic energy shortly after the impact. The sphere can be charged while she is moving but as she must focus she will move at half speed.

Fluff Moves: (0)
Psychic Glow - This automatically applies to Telekinesis and all moves that include it (like Psychic Grip)
When Sabrina uses her psychic powers, she is surrounded by some wavering green and blue psychic energy which glows slightly. Objects and beings subjected to Sabrina's psychic powers get a similar glow as long as they are subjected to the psychic power. It's a side-effect that brings no additional effects and is purely cosmetic.

Finisher Move - Medusa Flame
Sabrina can only use this ability if she wins a fight and can decide whether to kill, banish or spare her opponent (so that's after the judging occurs). By amassing a large quantity of power, Sabrina surrounds herself with a flame-like glow and after ca. 10 seconds of concentrated charging fires the amassed power at her defeated opponent in a blast. Said blast kills them and turns the corpse into a stone statue, frozen in the position they were in.
Medusa Flame is just a fancy way to kill Primes and Secondaries and creating a stone statue from their corpses, at the cost of a fair amount of Sabrina's energy. Its victims suffer the same effects as if they were killed by any other means.

Items: 300
Communicator - 200
Mobile DV Device - 100

I confirm that I have read and agreed to the Rules of Conduct. I re-confirm it!
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
#2
EDIT: I've fiddled a bit with the Psychic Grip move, adding limitations to make the move balanced (hopefully). I've also added a little to Sabrina's backstory.
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
#3
All these moves are pretty balanced. Only problem is, is that shadow ball will be 600 for the variability between one and two shadow balls. You're either going to have to buy it later or change the description. After that you'll be all approved.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
#4
She can hold up to two Shadow Balls (one in each hand) but cannot charge them simultaneously. <== I've removed this from the Shadow Ball move description Smile Thanks for looking things over!
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
#5
Approved

I'll go edit your log now.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy


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